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Dwarf Fortress Succession Game

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  • Here goes...

    Group Name: Mishtem Anan, The Scholars of Night
    Fortress Name: Mamgozfath, Dragonsacks
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    The Diaries of Bomrek “Thane” Gethmeng, Foreman, for the year 1051
    1st Granite, 1051 – Early Spring

    We’ve arrived at Dragonsacks (a name that the others seem keen to snicker at whenever it is mentioned – I personally don’t see the humour). My first impressions are that we have arrived in a barren, icy wasteland. Snow covers everything, including us. But once we have constructed our first workshops and begin making copper picks, we can quickly commence the excavation of the mountain, and move our operations away from the harsh outside world.
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    11th Granite, 1051

    Our wood furnace, smelter and smithy have been built. We now wait for Urist, our smith, to turn wood into charcoal, charcoal into coke, and coke and copper into picks. Then we will begin to build our new home. Also, our ranger, Erith, has scouted around the area, and reports populations of mountain goats and hoary marmots, and even brought back a marmot for us to eat. Thankfully, no worse creatures than these have been found. But it is early days, and when the temperature rises, who knows what beasts may come this way?
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    20th Granite, 1051

    The picks are made! We are carving out an entrance to the new fortress with all haste. Now we can begin to think of securing the food supply.

    While our food supplies are strong, they won’t last forever. We will attempt to locate an underground aquifer or river, but failing that, we can simply tunnel to the river and draw a supply of irrigation water from there.
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    13th Slate, 1051 - Mid-Spring

    The miners have carved out a substantial area for housing, dining, food preparation and food storage. Now that the basics are in place, we will dig to the river, place a floodgate, and create an underground farming complex.

    Sadly, we have no beds, so every dwarf must sleep where they fall – I have assured the others that beds are one of my top priorities, despite having no such priority. We’re dwarves, damnit, not humans, luxuries can wait!
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    16th Hematite, 1051 – Early Summer

    Kobolds! Thieving rat bastards! The mason came across one as he was carrying out his duties. I will alert the Ranger and have him deal with the unwanted guest.
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    Damn, the ranger is sleeping, the lazy sod! I suppose I’d best send The Butcher to handle the task.

    No! It got away, and no one can find it.

    Relief! One of the miners, Sodel Akrulmorm, stumbled across the thief and promptly planted his pick in its head, and without even breaking a sweat. With any luck, this will serve as a warning to the other kobolds, and they’ll stay well away from our fortress.
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  • edited January 2008
    11th Galena, 1051 – Late Summer

    At long last, the farm is complete. The irrigation tunnel is finished, the floodgate is in place, the stony floor has been saturated, and a farm plot has been placed. The project I expected would take the entire first year of the expedition has been completed in almost half the time!
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    For now, the flooding system is adequate, if difficult to manage. I humbly suggest that my successor install a drainage system, to avoid accidental permanent flooding of the farming area.

    16th Galena, 1051

    With a major project out of the way, perhaps it is time to take stock. First, the general situation:
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    Good, not great. Low on food, and a diminishing number of drinks available, both of which should be fixed by the new farm, which will be overfull with plump helmets any day now. Also, the lack of reliable numbers means bookkeeping must be attended to. I’ve put it off for far too long.

    12th Limestone, 1051 – Early Autumn

    Just as I had finished my stocktaking for the evening, the ever-vigilant ranger alerted me to some good news – she had sighted a caravan of dwarves from the home mountains, and they were mere days away! Good news indeed! We would finally be able to offload the piles of bone crafts we’ve had lying out the front, stinking up the place.
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    And just as I was about to begin negotiations with our brother dwarves, what shows up but a…
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    Another bloody kobold thief! Apparently they didn’t get the message last time. This time, the ranger was only a short walk away.
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    I actually feel sorry for the bloody kobold. He was literally ripped in half by the ranger’s war dogs. The ranger herself barely took a dozen steps before the creature was dead and lying in a pool of its own blood. Torn apart like a fucking chew toy… that’s no way to go.

    Another thief was found, spotted this time by an off-duty miner. He still had is pick with him. It didn’t end well for the kobold.

    Trade with the mountainhome was conducted cordially, and both sides came out happy. We gained plenty of food, leather, cloth and a bismuth bronze pick. They gained piles of near-worthless bone crafts, that some foolish noble back home would no doubt find fascinating, and some kobold-sized clothing. Business concluded, our brother dwarves began their long journey back to Reloniroltulon Ardes.

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    Soon after, the trade agreement for the next year was finalized. We put in a request for horses (to begin a yummy horse herd), and they asked for the above.

    Just when we think we’ve got it all under control, along come 8 migrants. They are a motley lot, among them: a miller, a tanner, a weaponsmith, a carpenter and two unskilled peasants. Their pets are of interest also, being three foals, two donkeys and a kitten. They won’t be of much use to me in my immediate plans, but my successor should find ample uses for the new colonists and their diverse skills.

    Winter, 1051

    What can I say? It’s fucking cold. I’ve taken an executive decision and made myself a costly cosy bedroom/diningroom/office suite. Sue me! There has to be some perks for this thankless job. And any day now, dwarves are going to come to me and start complaining, so building an office is almost a necessity.

    As a trade-off for my own personal comfort, I’ve relented and built beds for the others. It’s only fair, I suppose. I’ve also ordered construction of a mausoleum, in readiness for the time when some of us meet an untimely end.

    1st Granite, 1052

    My term of office is over. I leave now for a meeting to choose our new leader, but I think I know who that person is already. Anyway, I have a few parting words for the dwarf that comes after me:

    1. While the food situation is adequate, new immigrants are sure to follow. Be prepared.
    2. The fortress has almost no defences, so I would suggest recruiting and training at least one or two dwarves for the task of guarding the entrance from kobolds, even if only on a part-time basis.
    3. Consider searching for minerals and hidden pockets of lava (there’s bound to be lava here somewhere, considering there is a whopping big volcano nearby), which would come in very handy for your military and industrial plans. I have dug a tunnel to the very bowels of the earth, you should simply dig exploratory shafts from there. But be cautious: I’ve heard stories of entire outposts being lost due to reckless leaders stumbling upon things not meant to be found.

    I now leave Mamgozfath in your hands. Good fortune.
    Post edited by thaneofcawdor on
  • Well, WIP, it's all yours.

    A few more details:

    The map.
    The save. Just unzip it into your df/data directory (make sure your current save directory is safely backed up/moved somewhere else)

    Enjoy.
  • Wow, you are so much better at this game than I am.
  • I have been in the process of waiting for the game to finish a map...I can believe it has rejected over 70 maps already.
  • Just thought I'd clarify the procedures regarding taking turns in the game. Most of these are taken from the Boatmurdered game linked to in the first post, listed here. Some of them don't apply in the current version of DF, so use common sense in reading the Boatmurdered rules. For example, mining adamantium is fine now, just don't (spoilers)releese teh deemonz! Unless you can handle them, of course.

    The Rules:
    • You must complete your turn within seven days of the previous player completing their turn.
    • If you can not complete your turn fully in 7 days, simply zip up the save folder and provide it for the next person on the list. The next player then has the option of completing the unfinished game year AND their allotted year, or disregarding the partially completed year entirely and start from the last fully completed year.
    • If we don't hear anything from the current player at the end of 7 days, the next player in line may start from the last completed year available.
    • If you need a day or two extra, just post here letting us know. I'm sure the rest of us will understand.
    • And please keep us updated with teasers, excerpts, and maps and movies uploaded to the DF Map Archive. Ideally, a player would post daily updates, but if that's not feasible, one big, all-encompassing post at the end (like mine) is acceptable.
    I hope that's not to restrictive, let me know if it is.
  • I'm getting there... -__-
  • Thane, you really set the bar pretty high. I think the rest of us suck pretty hard, and it will take some time.
  • Thane, you really set the bar pretty high. I think the rest of us suck pretty hard, and it will take some time.
    Word. I'm not confident enough in my failing to play a Dwarf Fortress Succession Game yet. I'm hooked now though. *shakes his fist at Scott* Linking an awesome graphic set dare you!
  • I'm getting there... -__-
    Good to know.
    Thane, you really set the bar pretty high. I think the rest of us suck pretty hard, and it will take some time.
    Maybe. Remember, it's not about how well you play, it's how you narrate your turn. Anyway, we'll see how WIP's turn goes, and use that as the bellwether.
  • Alright, I think I'd be interesting in joining, considering I have decent experience (I'm on the year 1055 in my game). Just to clarify, what is considered a "turn"?
  • Alright, I think I'd be interesting in joining, considering I have decent experience (I'm on the year 1055 in my game). Just to clarify, what is considered a "turn"?
    One year of play is a turn.
  • I'm fairly impressed / intimidated with the fort so far. I'm doing OK but that is an awesome fort in a tricky location. I've got a couple weeks before my turn so I'm playing with the fortress as it is now. This is getting me familiar with the fort, and I'm learning a few things looking over thane's work.
  • edited January 2008
    Personal Journal of dwarf Water Ensembafol, temporary leader and head miner of Mamgozfath.

    1st Granite, 1052
    I arrive at Mamgozfath with all the intentions to lay it easy and slack off through the year. Well I was fucking wrong. What the fuck, who designed this fucking fort. Jesus, my fucking grandmother could have designed a better fucking fortress than the previous inept asshole, and my grandfather never let her leave the fucking
    kitchen.

    12th Granite 1052

    Miasma breaks out outside of the fort. I lock the fucking doors and hope no idiot of a dwarf ventures outside towards the toxic gas. I decided to create a new air locked trash room in order to prevent future breakouts.
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    17th Granite 1052
    Elves have arrived to trade. Word travels quickly among the rest of residents. It's hard not to snicker at their frail bodies and arrogant attitude. I hope some of the more juvenile dwarfs will be able to keep from playing practical jokes on them.
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    19th Granite 1052
    Another fucking thief showed up, I dispatched Drith Bimlek, the resident ranger, to eliminate it quickly.
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    1st Slate 1052
    I've begun to mine a local copper vein and smelt the nuggets into copper. I will begin construction on weapons and armor soon. I'm surprised my predecessor missed the vein due to it's close proximity to the fort.

    9th Slate 1052
    More freeloaders arrive. I can't believe we have to deal with these scum bags. They are useless and just use up resources. I've also finished construction on the new airtight refuse storage room! I've finally been able to contain that noxious miasma that has been running rampant through the fortress. The double door pathways prevent gases from escaping to the hallways when dwarfs enter and leave. In fact, I bet it will keep those new migrants from fucking up the fort. I've decided to continue the move from outside by beginning construction of individual rooms for the workshops. This will take time however, and is low priority.
    image
    17th Felsite 1052
    A local potash masher, Libash Tashemtosid, has taken on a strange mood...As leader of the fort, I am nervous about the possible outcomes. Could he be a murderer on the brink of madness? I hope not...
    image
    20th Felsite 1052
    Leave it to a lowly fucking potash masher to create the most worthless artifacts. The bum took over my craft workshop for several days and the best he could create is a FUCKING TOY AXE! Yeah, that's right a TOY axe. What good is a fucking toy axe in the wilderness? Well, at least it is constructed well, maybe I could pawn it off to some idiotic humans for a healthy sum.
    image
    21st Galena 1052
    I've started building a Hall of Honor for the fort. The idea is to immortalize our race in epic fashion. Two statues lay in the middle of a soon to be smoothed floor and walls. The residents seem to really like it as they all gather in the room to party. Sometimes I wonder if it was a mistake, these slackers have almost no idea of the meaning of real work. I've also constructed a small barracks for a three man squad I have established as the primary military right now.
    image

    A look at my supplies reveals my worst thoughts. Supplies are EXTREMELY low. Unfortunately, this is been going on for quite a while. I've been trying to maximize the farm output, but these lazy fuckers would rather look at the fucking statues I made. Personally, I would have no issue if some of them died off, at least it would put that mausoleum to good use (what a waste of resources). I have a feeling the second half of my tenure will not be as trivial as the first...
    image
    Post edited by Andrew on
  • Does any one know if there is a way to only haul away stones from a designated area?
  • Does any one know if there is a way to only haul away stones from a designated area?
    Are you using the newest version of the game? I asked Tarn about stones, and he says it is best to just let the stones sit where they are. If you are using the newest version of the game, the Dwarves will moves stones out of the way when you build something in a spot occupied by stones. Just don't make a stone stockpile and ignore stones, and everything will work itself out.
  • Does any one know if there is a way to only haul away stones from a designated area?
    Are you using the newest version of the game? I asked Tarn about stones, and he says it is best to just let the stones sit where they are. If you are using the newest version of the game, the Dwarves will moves stones out of the way when you build something in a spot occupied by stones. Just don't make a stone stockpile and ignore stones, and everything will work itself out.
    The problem is my "Hall of Honor". I'm trying to smooth the floors but the rocks get in the way. The same applies when I designate stockpiles.
  • The problem is my "Hall of Honor". I'm trying to smooth the floors but the rocks get in the way. The same applies when I designate stockpiles.
    Yeah, it sucks.
  • It impresseses me how the narration lends me to look at the game differently.

    WiP sounds like a dictator. XD
  • WiP sounds like a dick
    Yeah, that's harsh, but accurate.
  • Pretty accurate.
    Go ahead and confirm me on the list. Should be fun, or at least funny.
  • WiP sounds like a dick
    Yeah, that's harsh, but accurate.
    Le tear...

    :'(
  • The problem is my "Hall of Honor". I'm trying to smooth the floors but the rocks get in the way. The same applies when I designate stockpiles.
    Yeah, it sucks.
    Not necessarily. Check (using k) the tiles you designated. You should see the rocks, but also, if my hunch is right, that the tile has been smoothed. Unless the latest version has changed things, an engraver should be able to smooth tiles without moving the rocks.

    OK, I just checked in the game:
    Non-smoothed floor = stone cavern floor
    Smoothed floor = stone floor
  • Isn't it a good thing for the narration if the leader takes on a different persona ever time?
  • Isn't it a good thing for the narration if the leader takes on a different persona ever time?
    Yeah, especially since every player has a different play style.
  • You can make a single square dump pile near your Mason/stone needing workshops, and dump all the stones you want to have removed by going to them while loo[k]ing around and then [d]umping them. Once they have removed the stones from the hall of honor to said small dump zone (they will all be put in that single square, really neat) you can reclaim them all by going to [d]esignations and then the reclaim option, don't know the key atm. It's on the wiki. But like thane said, that doesn't matter. You don't see the square indeed being allocated for smoothing when there's a stone, but it will be smoothed when the stone detailer gets to it. The stone will just stay on top. So yeah, moving stones out of a place is mostly just aesthetic fluff. I have done the same just to make mason piles, and a pile of different coloured rocks, which I don't want to use for stuff (everything should be made out of the same rocks damnit!), just remember to remove the dump zone once all the rocks have been moved, else you might decide to dump chunks or something and it will be put in your workshop area. Not good.

    Anyways, awesome narrating, now if you'll excuse me I have to find the bloody aquifer in this desert map since I forgot to disallow the cook of using alcohol in meals. DAMNIT! >.< At least I won't run out of wood soon...
  • So that's how the dumping works! I heard also that you can dump rocks in magma, if there is any available.
  • So that's how the dumping works! I heard also that you can dump rocks in magma, if there is any available.
    Yeah, just use the open space dump. Haven't tried it, but from what I read on the wiki you can designate a 2 by 1 dump where one of the dump tiles is on open space. The dwarves will then dump something on the single square on land, and dump the rest into the depths of [insert garbage disposal method]. One this was using a drawbridge as a stone crusher. Kinda neat, I want to try that.
  • One time I had a fortress with a chasm. Perhaps things could be dumped down there?
  • You can make a single square dump pile near your Mason/stone needing workshops, and dump all the stones you want to have removed by going to them while loo[k]ing around and then [d]umping them. Once they have removed the stones from the hall of honor to said small dump zone (they will all be put in that single square, really neat) you can reclaim them all by going to [d]esignations and then the reclaim option, don't know the key atm. It's on the wiki. But like thane said, that doesn't matter. You don't see the square indeed being allocated for smoothing when there's a stone, but it will be smoothed when the stone detailer gets to it. The stone will just stay on top. So yeah, moving stones out of a place is mostly just aesthetic fluff. I have done the same just to make mason piles, and a pile of different coloured rocks, which I don't want to use for stuff (everything should be made out of the same rocks damnit!), just remember to remove the dump zone once all the rocks have been moved, else you might decide to dump chunks or something and it will be put in your workshop area. Not good.
    Awesome! It worked wonders! Thanks a lot.
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